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[00:10] <Lightkey> Meredith_: http://wiki.scummvm.org/index.php/Datafiles#7th_Guest.2C_The there should be more than one file
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[00:31] <Meredith_> Thanks so much!!! It worked. :)
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[01:05] <snover> after trying to get this to work for two days, im starting to think that my attempt to make object names static from the original script data is a fools errand, or at least too complex for the benefit.
[01:06] <snover> but i might just be overthinking it, too
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[02:16] <snover> oh dear, i think i actually had a working solution at one point but just forgot to fix up reconstructClones
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[07:23] <waltervn> morning
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[16:26] <WooShell> meow =^.^=
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[19:25] <m_kiewitz> haha, Nintendo Training video from 198x https://www.youtube.com/watch?v=WYjgHLFZMa0 glorious
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[19:46] <logix> does it feature paul rudd?
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[20:43] <GitHub185> [scummvm] wjp pushed 1 new commit to master: https://git.io/v9NbB
[20:43] <GitHub185> scummvm/master 779b833 Willem Jan Palenstijn: SCI: Let getClassAddress fail gracefully with SCRIPT_GET_DONT_LOAD...
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[20:43] <wjp> m_kiewitz: that should fix that debugger crash with the class opcode you saw earlier
[20:43] <m_kiewitz> ah nice, thx
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[23:22] <mataniko> dreammaster, you wrote the RE howto right?
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[23:31] <dreammaster> Yes, I did
[23:37] <mataniko> i'm trying to follow the font drawing example but maybe i'm misunderstanding something
[23:37] <mataniko> the game switches to mode 13
[23:37] <mataniko> my pixel is at 116*320+133=37253
[23:37] <mataniko> so i put a memory breakpoint at a000:9185
[23:37] <mataniko> nada
[23:38] <dreammaster> Did you use 'bpm' and not 'bp'?
[23:38] <mataniko> yeah
[23:39] <dreammaster> What you can/should also do then is break into the debugger after the character has been displayed, and use 'd a000:9180' to have a look at what the video memory is like. Maybe you got the coordinates slightly incorrect.
[23:39] <dreammaster> Using the data view can let you confirm what memory address has actually changed
[23:41] <dreammaster> Also try checking the data at -320 and +320 pixels, ie. the prior and following lines as well, just in case you got the row wrong, rather than just the column
[23:42] <snover> mataniko: what game are you looking at?
[23:45] <mataniko> ok maybe i got coords wrong, i've set it to a000:0 and when the mouse touches the corner it causes a change
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[23:45] <mataniko> snover i'm taking a look at willy beamish
[23:46] <mataniko> i'm determined to make some progress
[23:46] <dreammaster> Well, for PCs, the mouse cursor is usually a special case. There's special hardware routines for displaying a mouse cursor on the screen without actually changing video memory
[23:46] <mataniko> i've updated the old dsdg branch to work upstream
[23:46] <dreammaster> Oh, sorry, you mean it does make a change, nevermind then
[23:47] <mataniko> yeah, it goes on and off constantly, i'm assuming there's some invisible flicker
[23:47] <mataniko> redraw
[23:48] <dreammaster> If you've got the right sequence to get it to do a memory change break at a000:0, then there shouldn't be any problem with getting it to break at any other memory location on the screen.
[23:48] <dreammaster> Unless it's using some kind of weird variation of VGA, such as different pixel planes like EGA does it. Or it's using a special SVGA mode
[23:49] <mataniko> nah, dosbos is in vga mode 13
[23:49] <dreammaster> Never got round to playing Willy Beamish, so I don't know what resolution it runs in
[23:49] <mataniko> looks like 320x200 256
[23:49] <dreammaster> Out of curiousity, how are you telling?
[23:49] <mataniko> dosbox debugger tells you what mode its in
[23:49] <mataniko> on a switch
[23:50] <dreammaster> Oh. Of course, even then it doesn't 100% necessarily mean it's the pure MCGA 320x200x256. For example, see the ModeX variation: 2Z4JQ-GYHPY-RZGQM
[23:50] <mataniko> INT10:Set Video Mode 13
[23:50] <dreammaster> Sorry, https://en.wikipedia.org/wiki/Mode_X
[23:50] <snover> hey, thats the password to my luggage!
[23:51] <mataniko> funny, your luggage redeems on steam!
[23:51] <mataniko> :)
[23:51] <dreammaster> Nevermind that, that was just a copy of Goat Simulator I got as part of the new Humble Indie bundle. It also has Owlboy, which by all accounts is a pretty good game.
[23:52] <mataniko> any game you know that runs in mode x?
[23:52] <mataniko> i wonder what dosbox says
[23:53] <dreammaster> No idea, sorry. It's not something games would particularly advertise, since in the end, it's still 320x200x256. Just a different way of accessing video memory, which wouldn't be of interest to the players
[23:54] <dreammaster> An easy way to tell. Try putting some values into a000:0, :1, :2, using the 'SM' command. See if individual pixels are set, or if multiple ones are set at the same time. Though you may need to step over a bunch of instructions after doing sm before the screen will refresh
[23:59] <snover> anyway, mataniko, its great to hear you are looking at this game. i always enjoy listening in on others discoveries working on these things. :)
[00:00] --- Wed May 17 2017